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Houdini Engine for Unreal » Plead for Required Houdini Versions

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mittense
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 2016年12月13日 10:53:45
damian
If you update to the latest commit you might have to wait a bit for the daily build to finish that day.

For older commits, try to stick to the commits that have the same version as the current production build.

Also, if you are just a few builds apart, especially in 15.5 and older Houdini versions, you can usually get away with manually changing the version numbers in your local repo to what you can still download from the Daily Builds.

We are working an a better solution to this for the future but I can't promise anything soon.
Good enough for me.

<3
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Houdini Engine for Unreal » Plead for Required Houdini Versions

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mittense
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 2016年12月13日 06:44:55
Maybe this is only something that kind irks me, but could the updates to the Github Repo maybe use versions of Houdini that are actually available on the Daily Builds page?

It seems like every time I update the repo, the required Houdini build is generally a version that's not even available to download. ;_;
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Houdini Engine for Unreal » Destructible mesh

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mittense
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 2016年3月20日 21:19:02
ttvdsfx
Hello!

I am sorry to say, but we have not started this work yet. So baking separate meshes and then assembling them into a single destructible mesh is the only option at the moment. Having said that, we have a big interest from several clients and this RFE came up several times and it is quite likely we will start work on this feature soon.
Yesssssss. <3
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Houdini Engine for Unreal » Destructible mesh

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mittense
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 2016年3月15日 23:55:21
Has there been any movement on this? I just used Houdini to generate a fracture animation, but now I'm looking at, like, five separate assets per building I want to fracture which seems… Not super fun to manage.
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Houdini Engine for Maya » Houdini Engine support for Maya 2016

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mittense
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 2015年6月15日 12:01:17
awong
The path that I wrote was for 14.0.365 environment. Since it looks like you're using 14.0.362, you should try:
putenv PATH (“CProgram Files/Side Effects Software/Houdini 14.0.362/bin; ” + `getenv PATH`);
Oh, hurr. It's early.

Anyway, that worked, so I just updated my system path and put houdini at the beginning and all seems fine now! Woo-hoo! Thanks.
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Houdini Engine for Maya » Houdini Engine support for Maya 2016

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mittense
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 2015年6月15日 11:22:36
awong
Trent Polack
I'm running into the same problem with 2016 as was discussed here (and I tried all the solutions to no avail): https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=38166 [sidefx.com]

Are you now getting the error “The specified module could not be found” ? If so, have you tried putting the Houdini's bin directory at the beginning of the PATH environment? You could do this in MEL before loading the plugin:
putenv PATH (“CProgram Files/Side Effects Software/Houdini 14.0.365/bin; ” + `getenv PATH`)
Still getting this:

putenv PATH (“CProgram Files/Side Effects Software/Houdini 14.0.365/bin; ” + `getenv PATH`);
// 0 //
// Error: line 1: Unable to dynamically load : CProgram Files/Side Effects Software/Houdini 14.0.362/engine/maya/maya2016/plug-ins/houdiniEngine.mll
The specified procedure could not be found.
//
// Error: line 1: The specified procedure could not be found.
(houdiniEngine) //
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Houdini Engine for Unity » Outputting Material IDs

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mittense
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 2015年6月13日 21:08:45
(ended up solving this by just grouping together various parts of the mesh and assigning them as one field in a multi-material node).
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Houdini Engine for Maya » Houdini Engine support for Maya 2016

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mittense
9 posts
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 2015年6月13日 19:13:00
I'm running into the same problem with 2016 as was discussed here (and I tried all the solutions to no avail): https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=38166 [sidefx.com]
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Houdini Engine for Unity » Outputting Material IDs

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mittense
9 posts
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 2015年6月13日 08:04:44
I have a somewhat unique case for OLT integration into Unity in that I'm going to be applying materials at run-time based on a preexisting material atlas. I don't necessarily need the material IDs output with the OTL to be anything specific, just that they're unique and correspond with the materials applied in Houdini.

I can't seem to figure out how to get this data exposed to HoudiniPartControl.prMaterialId, though. Any help would be appreciated.
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